Monday 30 March 2020

Tomb Kings 9th Ed 1.1 out now!

Updated to 1.21:
  • Added scythe option to Arkhan's chariot.
  • Fixed a few remaining bugs.
 
Updated to 1.2:

  • Clarified Resurrecting Fallen Warriors further.
  • Models with the Sworn Bodyguard special rule allows its unit to March. 
  • Clarified that Tomb Kings are I3.
  • Fixed bug with Necrotect and Ramhotep affecting Animated Constructs, they now affect friendly Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts and Monsters.
  • Fixed bugs with incorrect T value for several units.
  • Light armour for skeleton horsemen cost 1 pt.
  • Casket Guard have Tomb Blades.
  • Bone Thrower has Arrows of Asaph rule.
  • Tomb Scorpion are W4, cost 85 pts.
  • Poisoned Attacks for Necrosphinx costs 10 pts.
  • Incantation of the Desert Wind has a range of 24", affects only one unit by default, cast on 5+. Boosted version affects units within 12", cast on 10+. Can now target units in close combat so the lore attribute takes effect. Cannot be used to march or reform.
  • Incantation of Righteous Smiting boosted version affects units within 12", not 24".
  • Incantation of Cursed Blades boosted version affects units within 12".
  • Herald of Despair: Enemy units in base contact with Nekaph roll one additional dice when taking a Leadership tests, discarding the lowest result. This has no effect on units with Immunity (Psychology).
  • Scythan Warriors have Immunity (Fear).
  • Fixed bug with Sehenesmet's Stone Host rule.

This update changes the following:
  • Undead are Animated Constructs. Removed Animated Construct rule from the Tomb Kings book, as this is already part of the Undead rule.
  • Tomb Kings and Princes may ride Skeletal Steeds.
  • Added Tomb Blades to Tomb Guard and Heralds, giving Killing Blow and Magical Attacks.
  • Skeleton Horse Archers may not Scout.
  • Tomb Guard cost 10 pts.
  • Removed Chariot Legion special rule, as this will be included in the main rulebook.
  • Tomb Swarms are S1, T1, W10, A10.
  • Tomb Barque does not have high flyer rule.
  • Ushabti are T5, have two hand weapons and light armour by default, cost 42 pts. Ushabti Ancient is a normal champion, but the unit may choose an upgrade as before for +2 pts per model. Aspect of Phakth gives the unit +1 Movement. Aspect of Geheb gives the unit the Strength Bonus (1) special rule.
  • Necropolis Knights have Natural Armour (5+).
  • Sepulchral Stalkers have A3 and medium armour, cost 48 pts. Transmogrifying Gaze is range 12", S4, multiple shots (3). Can no longer damage the Stalker itself.
  • Necrosphinx has two hand weapons and medium armour, cost 235 pts.
  • Necrolith Colossus has light armour and T7, cost 185 pts. Unstoppable Assault can give a maximum of +5 attacks.
  • Hierotitan has light armour and T7, cost 190 pts.
  • Clarified that King Phar's shield gives him a 6+ parry save.
  • Incantation of Righteous Smiting: All models in the target unit gains +1 Attack (including mounts) and may fire an additional shot using the Multiple Shots special rule (except war machines) until the start of the caster's next Magic phase.
  • Incantation of the Skullstorm is Strength 5.
  • Added headings.
  • Added HD cover.
  • Updated army list frame and added some new art.

Sunday 29 March 2020

Warhammer Skaven 9th Ed 1.5 out now!

Updated to 1.52:
  • Clarified Ratling Gun misfire chart further.

Updated to 1.51:
  • Added clan allegiance to regular characters in army list.
  • Ratling gun has 24" range, and rolls Artillery Dice to determine the number of shots. Reworked Misfire table. Cost 60 pts.
  • Ratling Cannons for Stormfiends has range 24".
  • Ikit Claw's Iron Frame is a Magic Armour.

This update changes the following:

  • Strength in Numbers: Units with this special rule add their current rank bonus to their Leadership value for any Psychology and Break tests.
  • Added rat hound option to army list
  • Curse of the Horned Rat: Each model Hit is automatically slain with only Magic Resistance being allowed as saves against the twisting power of the Horned Rat. If the whole unit is removed as casualties, replace them with a number of Clanrats equal to the number of casualties, with any normally allowed equipment or command.
  • Models belonging to each of the Clans (Pestilens, Eshin, Moulder, Skryre) treat each other as Suspicious Allies, and may only be joined by characters from the same Clan.
  • Doomwheel does not have Random Attacks (2D6), cost 170 pts.
  • Clarified which lores the various Verminlords variants can use.
  • Screech Verminking can use the Lore of Stealth.
  • Poisoned wind globadiers have light armour back (as the lore mention them having arcane body armour under their robes), cost 9 pts.
  • Fixed bug with Plague Rats having wrong stats.
  • Brass Orb and Death Globe has a range of 6". Included costs for them as well as Doomrocket.
  • Removed part of Verminous Valour from the Screaming Bell. If a triple is rolled, apply the following effect in addition to the result on the chart. The unit pushing the Bell immediately suffers 2D6 Strength 5 hits, and the Screaming Bell itself suffer a single Strength 5 hit.
  • Fixed Bless with Filth mentioning the old Poison effect.
  • Plague Priests can only be lvl 1 Wizards, Plague Lord lvl 2.
  • Warlock Masters can only be lvl 3 Wizards.
  • Removed Double the Death rule for all weapons except Warpfire Projectors (60 pts), since most of the Stormfiends' weapons are already represented as being in pairs. Shock Gauntlet give +1 Attack and Lightning Attacks (20 pts).
  • Added Gas Masks for Globadiers and Poisoned Wind Mortar.
  • Doomflayer ZZZZzap! Result: The Doom-flayer and all models in base contact take a Strength 4 Hit with the Lightning Attacks special rule.
  • Doomflayer Power Failure Result: The Doom-flayer may not attack or use its armour save this turn.
  • Storm Daemon has Lightning Attacks.
  • Eshin Sorcerer Lords can only be lvl 3 wizards.
  • Added the same options to Warlock Engineer as Warlock Master.
  • Poisoned Wind Globes have magical attacks.
  • Warpstorm is a lightning attack, 10+ to cast. Is the 3rd spell in the lore of ruin.
  • Tretch Craventail: Tretch's Raiders: Tretch can choose one unit of Clanrats or Stormvermin in your army to deploy as Ambushers. If so, Tretch must deploy with this unit. In addition, he and his unit re-roll all failed To Hit rolls when attacking in the flank or rear. Stay Here, I'll Get Help!: Once per friendly turn, at the start of any phase, Tretch can leave any unit he is with and make move of 2D6" as if it was the Remaining Moves phase.
  • Warpstone Stars: Throwing weapon. Warpstone Stars have the Armour Piercing (1), Magical Attacks, and Multiple Wounds (D3) special rules. 20 pts.
  • No Clan-unique upgrades are magic weapons, but they all count towards magic item limit.
  • Plagueclaw Catapult Crew has I3.

Monday 23 March 2020

Warhammer Skaven 9th Ed 1.4 out now!

This update required me to redo pretty much the whole layout of the book, but adds a massive 74 additional pages of lore (for a total of 252 pages), art and short stories, making it now contain all White Dwarf sources on Skaven and much besides. I have also added headings, HD cover, and updated the page backgrounds, army list frame and the fluff blurbs so looks a bit nicer.

Ruleswise, this update changes the following:
  • Models belonging to each of the Clans (Pestilens, Eshin, Moulder, Skryre) treat each other as Suspicious Allies. In addition, Characters belonging to each of these Clans may only join units belonging to the same Clan.
  • Added Rat Hound Bodyguard upgrade.
  • Clarified that Warplock pistols are pistols.
  • Screaming Bells and Plague Furnace do not give armour saves.
  • Stormvermin start with hand weapons, can pick halberds and/or shields. Can take Weapon Teams. Cost 6 pts.
  • Skavenslaves Command Group upgrades cost 5 pts. May take polearms for 1 pt.
  • Skaven can voluntarily target ranged attacks at enemy units engaged in close combat with Skavenslaves (but no other friendly troops) even if they are further than 4" away. However, if they do so, they will hit their Skavenslaves on To Hit rolls of both 1's and 2's rather than just 1's.
  • Rat Swarms are S1, T1, W10, A10.
  • Clan Pestilens weapons have no effect on Animated Constructs.
  • Added Plague Banner upgrade for Plague Monks.
  • Plague Censer Bearers do not have Strength in Numbers.
  • Plague Furnace's billowing death follows the rules for breath weapons, does not risk hurting its own troops.
  • New Lord Choice: Eshin Sorcerer Lord.
  • New Rare Unit: Eshin Triad.
  • Assassins may have blowpipes.
  • Added Weeping Blades, Warpstone Stars, Smoke Bombs and Infernal Bomb upgrades for Assassins.
  • Gutter Runners have Dodge (6+) and Assassins have Dodge (4+).
  • Added snare-nets to Gutter Runners.
  • Things-catcher is a pole-arm.
  • Added Shock-prod and Electro-Whip upgrade for Master Moulders.
  • Giant Rats are S2, T2, cost 2 pts.
  • Rat Ogres have Stupidity. Added upgrade options.
  • Clarified that Stormfiends are W4. Stormfiends are not skirmishers, have strength in numbers. Have I5. Double the Death: As each Stormfiend has two of each of their weapons, they may re-roll all failed rolls To Wound with them. Have medium armour, cost 50 pts.
  • Warlock Engineers have a full page of upgrades, containing Warpmuskets, Warpistols, Warpforged Blades, Warlock-Augmented Weapons, Warlock Optics, Warp-Energy Condensers, Warp-Power Accumulator, Brass Orb, Death Globe and Doomrocket.
  • Poisoned Wind Globadiers do not have light armour, cost 8 pts. Models hit by a Poisoned Wind Globe must pass a Toughness test or suffer a Wound. On the To Hit roll of a 1, the Globadier hits himself (including when firing into close combat). However, Globadiers get a +2 bonus to any such Toughness tests they need to make. Poisoned Wind Globes have no effect on Animated Constructs.
  • Weapon Teams do not have the Strength in Numbers special rule. A Weapon Team must be deployed at the same time and within 3" of the unit it was bought with. After this the Weapon Team is free to move and counts as a normal unit for all purposes. In addition, they follow the "Look Out Sir!" rules for Shooting at Lone Characters.
  • Warpfire Throwers may move and fire, but is slow to fire. Fuel Leak happens on a 3-4, Pppphhtt! on a 5-6.
  • Poisoned Wind Mortar is Move or Fire and Slow to Fire. Range is 8-36". Models hit by a Poisoned Wind Mortar must pass a Toughness test or suffer a Wound. However, the Poisoned Wind Mortar get a +2 bonus to any such Toughness tests they need to make. Poisoned Wind Mortars have no effect on Animated Constructs. Has no effect on Animated Constructs. Cost 60 pts. Wildly off Target: The template scatters 3D6" from its original position. Resolve any hits as normal.
  • Warpgrinder does not have the Permanently attached special rule.
  • All Warp Lightning Attacks are Lightning Attacks.
  • Great Pox Rat has M7. A model mounted on a Great Pox Rat is treated as an Infantry model for the purpose of 'Look Out, Sir!'.
  • Thanquol can choose two versions of Bonerippers, either as a MI bodyguard, or Monster Mount.
  • If Queek is in your army, you may upgrade one of your Stormvermin units to the Red Guard. These Stormvermin has +1 Strength on their profile. Queek must join this unit if it is taken, and may not leave it during the battle. Queek has heavy armour, 225 pts.
  • At the start of each of his turns, Throt must pass a Toughness test or start to eat one model in base contact of your choosing. This model suffers 1 Wound which Ignores Armour Saves and does not allow Ward Saves.
  • Snikch have warpstars.
  • Ikit Claw has medium armour, 310 pts.
  • Skweel Gnawtooth's Rat Hound bodyguard has a separate attack profile, A2.
  • New Lore of Ruin Spell: Flensing Ruin
  • Warp Lightning is cast on 8+.
  • Increased casting values for Scorch and Cracks Call to 11+ and 13+.
  • Curse of the Horned Rat is a unique grey seer spell, is not part of the lore of Ruin. The unit suffers 3D6 Hits, though no single model can be Hit more than once. Each model Hit is automatically slain with only Ward saves being allowed.
  • The Lore of Stealth is a full lore with signature spell and lore attribute.
  • New Magic Item: Dwarf Slayer.
  • Warpstone Amulet: At the end of each of your turns, roll a D6. On the result of 1, the character succumbs to the mutating power of the warpstone and suffers a Wound with no saves allowed. Cost 30 pts.
  • Fixed a lot of minor bugs with spelling issues and inconsistencies between the bestiary and army list.

Friday 6 March 2020

Warhammer: Orcs and Goblins 9th Ed 1.2 out now!

Updated to 1.22:
  • Fear Elves: Models with this special rule treat models from Warhammer: High Elves, Dark Elves and Wood Elves rule as causing Fear against them.
  • Netters: Roll a D3 for each rank of 5 or more models in your unit; the result is the number of enemy models in a fighting rank has become entangled (distributed as hits from shooting). However, for each natural 1 rolled on these dice, the Netters have managed to cast the nets amongst their own ranks and entangle their own unit instead. Clarified that Netters are equipped and may fight like the rest of the unit. Cost 1 point per model (for the whole unit).
  • Troll Hag's Smother: The target suffer D3 Wounds which Ignores Armour saves. This has no effect on Animated Constructs.
  • Squig Hunters may take a champion. If the unit includes Nets the unit follows the rules for Netters (see Night Goblins). If the unit includes Clubs all models fight with +1 Strength in close combat. If the unit includes Prodders all models gain the Fight in Extra Ranks (1) special rule.
  • Fixed bug with Squig Herders being possible to field in unlimited numbers. Each Squig Herder now costs 3 points per model. Squigs cost 8 pts.

Updated to 1.21:
  • Fear Elves: Models with this special rule treat models with the Elven Grace special rule as causing Fear against them.
  • Added separate profile for Big Stabba. Clarified that they are otherwise equipped like the rest of the unit.
  • Gore-Gruntas do not have spears by default, cost 56 pts. 
  • Goblin Wolf Chariots may add an additional Giant Wolf and crew member.
  • All Netters must be placed into the first two ranks of the unit, but are otherwise equipped like the rest of the unit.
  • Clarified that Hatred (Dwarfs) only apply to the Herders, not the Squigs.
  • Trolls cost 37 pts, upgrades to Stone- or River Troll costs 8 pts.
  • Mither Result: Neither the Troll Hag nor the target actually fight if they have not already done so this round. The Troll Hag automatically wins the combat by 2 points or more. This result has no effect against Animated Constructs.
  • Giant Yell and Bawl attack: The Giant (not it's whole side) automatically wins the combat.
  • Fixed a few remaining bugs. 

This update changes/fixes the following:
  • Fixed bugs with units missing their race type.
  • If a Black Orc character is in a unit that fails an Animosity test, he immediately inflicts D6 hits at his base Strength on his unit.
  • Gore-gruntas have the Duff Up da Big Thing special rule. Do not cause Impact Hits (D3) (the tusker charge rule is plenty enough damage-wise). Cost 58 pts.
  • A unit of Savage Orcs may be upgraded to include Big Stabbas. This is represented by including one or more Big Stabba models in the unit. A Big Stabba is mounted on two Infantry bases and must be placed to cover both the first and second rank of the unit. Each Big Stabba model has the Impact Hits (D3) special rule. Big Stabbas are always the last models to be removed as casualties; the weapons are picked up by other Savage Orcs in the unit (excluding any Command Group models) should they be slain. The unit may upgrade two Savage Orcs to a Big Stabba for every 10 models.
  • Added back spears to goblin wolf chariots, so they have both weapons.
  • Netters: On a roll of 2-6 an enemy model in a fighting rank has become entangled (distributed as hits from shooting). If a 1 is rolled, the Netters have instead managed to cast the nets amongst their own ranks, and entangle their own unit instead. A model that has been entangled suffers a -1 penalty to their Attacks (this applies to both the rider and the mount) until the end of the close combat round. Netters are always the last models to be removed as casualties; the nets are picked up by other Night Goblins in the unit (excluding any Command Group models) should they be slain.
  • Magic Mushrooms are optional.
  • Twackwheezer Puffshrooms replace the Fanatic's normal Strength 5 Hits. All models Hit must pass a Toughness test or suffer a Wound which Ignores Armour Saves. This has no effect on Animated Constructs.
  • Sneaky Snufflers have Immunity (Psychology). Sneaky Snufflers consist of a Night Goblin and a Snufflesquig mounted on the same base. The follow the split profile rules for Cavalry.
  • Squig Hoppers may take spears and light armour, may upgrade one squig hopper to a champion.
  • A Forest Goblin Great Shaman mounted on an Arachnarok Spider with a Catchweb Spidershrine has the Loremaster (Spells of da Spider God) special rule.
  • Improved Troll Hag's attacks for Smother, Mother, Mither, Grind its Bones and Pick up and…
  • Giant's Hurl attack auto-kills enemy.
  • The Facebeater special rule: The target is reduced to Weapon Skill 1 rather than suffer -5 WS.
  • Da Black Gobbo has the Surprise! Special rule.
  • Nikkit! Nikkit! Has a 12+ casting value. The target suffers D3 Strength 4 Hits which Ignores Armour Saves. If the target has one or more magic items, randomly select one of them – that item is stolen on the roll of 3+.
  • Squig Lure: The target units may add an additional D6" to any non-flee Move they make.
  • Removed "and compare the Unit Strength between this unit and the target unit" from Great Green Spite spell.
  • Fixed several more bugs with inconsistencies between bestiary and army list.

Tuesday 3 March 2020

Battlescribe files available for WAP 9th ed now!

BattleScribe is a fast and powerful army list creator for tabletop wargamers that is completely free to use. You can download BattleScribe at: https://www.battlescribe.net/?tab=downloads

The BattleScribe community has a few volunteers that make and keep files for all popular tabletop wargames up to date. In this case, the WAP files for BattleScribe were made and are being maintained by L3610N 115.


The files are available like other public files via the data manager.

If you are new to BattleScribe you can take a look at the WAP Discord server where there is a tutorial.

You can also report any bugs you find in the files in our BattleScribe Discord channel.

Sunday 1 March 2020

Warhammer: Orcs & Goblins 9th 1.1 out now!

This pretty massive update changes the following:
  • Have clarified which type of Greenskin each unit is. Characters may only join units of the same race (such as Orc, Savage Orc, Black Orc, Goblin, Forest Goblin or Night Goblin). Black Orc characters may still join units of Orcs, however. In addition, you may not field a Special or Rare unit belonging to one of these races without fielding at least one Character or Core unit of same race in your army.
  • Choppas cannot make use of the Parry special rule if used with two hand weapons.
  • Clarified that you roll 2D6 on the Waagh! Miscast table.
  • In the turn a Waaagh! is called, every unit of five or more Orcs, Savage Orcs and Black Orcs in the army adds +1 to its combat resolution for the rest of the player turn. 
  • Orc Warchanters may wear medium armour.
  • Orc Boyz have shields by default, cost 7 pts.
  • Orc Big 'Uns may upgrade to medium armour. Big 'Un upgrade cost 3 pts for cavalry.
  • Orc Boar Boyz do not have spear by default, cost 18 pts.
  • Savage Orc Bosses may not ride in chariots.
  • Savage Orcs Boyz have shields by default, cost 9 pts.
  • Cheaper weapon options for Savage Orc Boar Boyz. Start with shield by default, cost 20 pts.
  • Goblin and Night Goblin bosses may wear medium armour.
  • Wolf Riders do not have spears by default, cost 10 pts.
  • Orc Brutes have two hand weapons by default, cost 18 pts.
  • Gore-gruntas are ridden by Brutes, cost 60 pts.
  • Goblin Wolf Chariot has shortbows instead of spears. 
  • Doom Divers may not have Orc Bullies.
  • Reworked how Netters work; they are now individual model upgrades rather than a simple unit upgrade.
  • Fanatics no longer counts as being in soft cover. Added Thwackwheezer Puffshrooms upgrade for Fanatics. Twackwheezer Puffshrooms replace the Fanatic's normal Strength 5 Hits. It will automatically Wound on the roll of a 4+ and Ignores Armour Saves. In addition, all models within 6" of a Fanatic with this upgrade counts as being in soft cover. 
  • New Special Unit: Night Goblin Cave Hunters.
  • New Special Unit: Sneaky Snufflers.
  • Squig Herd use the Mixed Units rule.
  • Reworked how the Squig Gobba fires in the shooting phase, cost 100 pts.
  • Forest Goblin Shamans have Immunity (Poisoned Attacks). Forest Goblin Shamans may re-roll one dice (except 6's) when casting spells. However, if he rolls a Miscast, he will counts as having failed a Stupidity test.
  • Forest Goblins are affected by Fear Elves. 
  • Spider Riders do not have spears by default, cost 11 pts.
  • Cheaper poison option for spider riders.
  • You may take 1-2 Snotling Pump Wagons as a single Rare choice.
  • Trolls moved to special, have Ld6.
  • New Rare Unit: Dankhold Trolls.
  • Reworked Giant River Troll Hag's special attacks (since the official rules are quite terrible). Does not have Natural Armour.
  • Giants have Immunity (Psychology), T6, cost 200 pts.  
  • Rogue Idols of Gork are Animated Constructs.
  • Clarified Wurrzag's Revenge spell.
  • You may not include any Orc, Savage Orc or Black Orc Lords if Grom is your General.
  • Gitilla's Stinky Pelt gives him the Natural Armour (5+) special rule.
  • New Lore of Magic: Spells of da Savage Waaagh!
  • New Lore of Magic: Spells of da Bad Moon
  • New Lore of Magic: Spells of da Spider God
  • Reworked the Spells of the Big and Little Waaagh!
  • Horn of Urgok is a one use only item instead of a bound spell.
  • Spider Banner: Models that already have Poisoned Attacks will automatically wound on To Hit rolls of 6.
  • Fixed a lot of bugs with inconsistencies between bestiary and army list.
  • Added headings.
  • Added HD cover.
  • Added more lore on greenskin magic.
  • Added more lore to Savage Orc Bosses, Savage Orc Shamans, Night Goblin Bosses, Night Goblin Shamans, Forest Goblin Bosses and Forest Goblin Shamans.
  • Added three new short stories.
  • New army list frame.